What?woo1108 said:but he's strong enough to fight with deathclaw.
I saw him kills two deathclaw with his own with damaged upgraded.
Bro, you took Psycho? Rest.. You'll feel better..woo1108 said:Why you use YCS to fight with Tunnlers?
you het killed while reloading.
Um, yes? Is that a serious question? LR ED-E was an essential character, meaning he was absolutely pivotal to the completion of the story, so he COULD NOT die, for narrative purposes. Now, if you wanna argue that it's not a proper justification because they could have just made you fail if ED-E died- like how fighting the Overseer in FO1 would just get you killed, and killing your mother in FO2 would instantly give you a game over -that would be a viable point for discussion. But arguing that there was no legitimate reason is bullshit. ED-E was central to the entire story of "Lonesome Road", and his survival up until the very end of the DLC was necessary.Josan12 said:Does anyone know if there's any reasonable justification for this, BTW??
I pretty much felt the same, word for word, with this post. If it was filled with more traps, and you found the Marked Men much more sparsely, their arrival and appearances would have been much more jarring. It would have explained away the traps, and yet the imposing feeling that the dangers of the Divide posed wouldn't have been lessened any. Like I've said several times in this topic, my only real gripe with the DLC was its huge disparity in difficulty from the rest of the game. Yes, most players were going to obtain the DLC for a character they'd been playing who was max level for a long time and had learned all of the tricks and quirks of every enemy, so it "had" to be tougher for those players, but at the same time... no it didn't. Patching the game with fixes for exploits and adjustments to balance solve the problem of players becoming Gods while presenting a new journey to be traveled that still feels ominous and imposing. Many games have done it repeatedly. The DLC Episodes for GTAIV didn't throw in 10x the enemies toting ridiculous firepower, it was the same scaling of missions from the original game, AND it gave you hilariously powerful weapons on top of what you had available in the original title. But they didn't feel EITHER "too easy" or "overpowered". There are ways to challenge players that strike a balance with the rest of the game without just ramping up the "difficulty" (which isn't actual difficulty) in one specific area.AlphaPromethean said:I liked Lonesome Road, but I also disliked it.
[...]
In reality, the Divide should have been more Trap and Robot based, as the legions of Marked Men didn't make sense to me especially since, essentially, the Divide was very recently nuked and their survival was very unlikely.
[...]
The Divide should have been dead, with only a few living things.
SnapSlav said:Um, yes? Is that a serious question? LR ED-E was an essential character, meaning he was absolutely pivotal to the completion of the story, so he COULD NOT die, for narrative purposes. Now, if you wanna argue that it's not a proper justification because they could have just made you fail if ED-E died- like how fighting the Overseer in FO1 would just get you killed, and killing your mother in FO2 would instantly give you a game over -that would be a viable point for discussion. But arguing that there was no legitimate reason is bullshit. ED-E was central to the entire story of "Lonesome Road", and his survival up until the very end of the DLC was necessary.Josan12 said:Does anyone know if there's any reasonable justification for this, BTW??
if it wasn't for the Survival Horror themes of "Dead Money", which is probably just more interesting to me
I never said it wasn't a pisser, and it's a poor assumption to think that most of us here don't play on Hardcore. I was SHOCKED to learn that non-Hardcore mode, among other differences, had "immortal" Companions, because I never played the game without Hardcore selected. But there's a difference between saying that something is bad and something is pointless. ED-E's immortality was bad, but it was there for important reasons. It's short-sighted to simply suggest that they NOT make him essential. Doing so would've skewered the story of the DLC, which was rich and enthralling all the way, so that would've been really unfortunate. All things said, while it does snap you out of your daze and remind you that this is just game, while it's abusable to use him as unkillable bait, while it's a cheap cop-out, ED-E's immortality is a small problem that makes way for a much richer experience. I'm not campaigning that it's fine the way it is and it's perfect, I'd much rather that "Lonesome Road" was COMPLETELY differently handled (mentioned earlier). But I am saying that given the good that we got, the bad is practically negligible. The same could not be said for many other things.Josan12 said:Well i'm suprised invincible ED-E didn't piss anyone else off as much as it did me but then for all I know you guys don't play hardcore so of course it wouldn't. Yes - i understand he's an 'essential' character but as you point out there's an obvious solution to that (ummm - don't make him essential like all other companions)
It's not that you can't take anything with you, you just can't keep it... Unlike HH, which warns you ahead of time and causes you to manage your inventory prior to your departure, DM takes you by surprise and once you finish recoiling from the experience you find yourself stripped of everything you brought. That's part of the Survival Horror motif that I enjoy about the DLC, because without being scripted (unlike much of LR's encounters) the DLC still dictates the manner and pace that it plays out. You don't get to come strolling in with some absurd gear to wipe out everything in the blink of an eye. You need to scavenge for what you equip, and the desperation for ammo and medical supplies in "Dead Money" was a sensation that I sorely missed from the rest of the game. I had to be careful, not because the denizens of the DLC were super-powerful, not because the traps were overpowered insta-kill scripts, but because I had so little resources that my carelessness would snowball into certain death eventually. Combined with the unique manner that the DLC arranged its map and the different traps you'd encounter, no matter what companions the DLC let me bring along and what perks they'd give me, the Sierra Madre always kept me guessing and that made me wary at all times. It was a subtle touch, but one that made for a masterfully engaging experience.Josan12 said:if it wasn't for the Survival Horror themes of "Dead Money", which is probably just more interesting to me
Damn this sounds good. I still haven't got to Dead Money yet and you make it sound like exactly my kind of thing. I did read you can't take any gear into it also which also sounds like an excellent design choice. Looking forward to it....